The mystery blonde woman could be also a experiment from the weird doctors and since she wear that medical mask she could have lost something in her face or cut off. Now she want revenge and kinda see Lee as someone that did something to her.

Episode 4: Around Every Corner In the wake of terrible loss, the group arrives in Savannah in search of a boat and escape from the horrors around them. Stalked by an unseen human threat and the constant menace of the undead, Lee must decide how to deal with an increasingly paranoid group and above all, how to protect Clementine.

Episode Highlights: -See the devastation the apocalypse has wrought on a major city as the group arrives in Savannah -Discover what happens when merciless survivors try to create their own utopia -Embark on a harrowing mission to retrieve the things you need in order to make your escape to safety -Deal with the biggest threat to Clementine yet -- can you keep her safe?

"merciless survivors try to create their own utopia" do you think it will be like Woodbury - a safe town ruled with a iron fist or maybe something darker?

Episode 4: Around Every Corner In the wake of terrible loss, the group arrives in Savannah in search of a boat and escape from the horrors around them. Stalked by an unseen human threat and the constant menace of the undead, Lee must decide how to deal with an increasingly paranoid group and above all, how to protect Clementine.

Episode Highlights: -See the devastation the apocalypse has wrought on a major city as the group arrives in Savannah -Discover what happens when merciless survivors try to create their own utopia -Embark on a harrowing mission to retrieve the things you need in order to make your escape to safety -Deal with the biggest threat to Clementine yet -- can you keep her safe?

"merciless survivors try to create their own utopia" do you think it will be like Woodbury - a safe town ruled with a iron fist or maybe something darker?

Maybe that's what Crawford was. Those walkers on spikes might have been an early warning system for the people there.

Somewhere on the forums mentioned Crawford was militarised. So my best guess is that some members of the military holed up with civilian survivors. The military started to abuse their power, similar to what happened in Woodbury. But unlike Woodbury no Governor character showed up to take charge so instead everything decended into chaos.

As the comics have show, keeping walkers around you can help keep wild ones away so maybe your right.

The bodies do look pretty charred. Are we to assume that those bodies were walkers they have killed or maybe they could be survivors who wern't wanted. That would be pretty merciless.

If I could offer some advice in advance of Episode 4's release, it would be to not get too caught up in imagining the worst, most horrible things that could possibly happen because I think that's an overly simplistic way to look at it and you'll probably wind up disappointed.

I agree. One of the most debated decisions in the game was the meat locker dilemma. It was a tough decision, not a vomit-inducing one. The decision at the beginning of Episode 3 about whether to kill the screaming survivor was a similarly debatable decision. Weighing moral values on a timer builds tension more steadily than merely trying to shock the player.

Gary Whitta;687072 said:

Once the episode is out and you've all had a chance to play it I'll be happy to do some kind of Q&A thread in here where I can answer your questions and listen to what you loved/hated about it.

I won’t be too hard on you. Writing a story is hard. Writing an interactive story where nearly every conversation has multiple choices is a time-consuming process, especially when one has to measure up to well-respected prior chapters/episodes.

TomaO2;687103 said:

As far as I am concerned, every moment not focused on relentless misery is to make you like the characters so that when the horror starts up again it shocks you even worse then it would have if they had just kept up the downers. I'm not getting sucked into that blatant emotional trickery anymore. Credibility got shot with me after Kat's suicide. The main cast, everyone I cared about, got killed off (or emotionally crippled beyond repair) and I'm not going to develop the same emotional attachment with this new group as I did with the old because I know now, to the bottom of my soul, that they are only there to BE MURDERED IN HORRIBLE WAYS.

I speculate your emotional detachment is a typical response to ongoing trauma. When pain becomes too unbearable, like the nervous system, empathy can be maxed out. Compassion fatigue is the phrase used by relief workers.

TomaO2;687103 said:

In my mind, episode 3 put shock above story

I disagree. The screaming woman outside the drug store dilemma, the Lilly-Kenny argument at the inn, the bandit raid, the argument on the road, Duck’s deteriorating health, operating a train, the Lee-Kenny argument to stop the train, Chuck’s advice to train Clementine, meeting Christa and Omid, and escaping walkers did not add up to a shock-driven story.

With the official description from the developers.[. . .]-Discover what happens when merciless survivors try to create their own utopia

A historian may dispute this, but from my knowledge, revolutions led by utopians are dangerous. The idea a perfect society can be achieved is used to justify crushing the opposition by any means necessary. If the group encounters killer utopians (religious or secular), the group should evade or kill them. Fanatics are not to be trifled with.

KMatt;687178 said:

Somewhere on the forums mentioned Crawford was militarised. So my best guess is that some members of the military holed up with civilian survivors. The military started to abuse their power, similar to what happened in Woodbury. But unlike Woodbury no Governor character showed up to take charge so instead everything decended into chaos.

As the comics have show, keeping walkers around you can help keep wild ones away so maybe your right.

The bodies do look pretty charred. Are we to assume that those bodies were walkers they have killed or maybe they could be survivors who wern't wanted. That would be pretty merciless.

I wonder if the utopians are former military officers. Maybe there was a civil war between survivors over Savannah.

Personally, Gregory, I don't recall decisions that I had a great deal of trouble with. My main difficulty was the timer because I prefer a few minutes to think through what each choice means. I really hate that timer. Once I get what each option means though, to me, many of the choices were so apparent that I find myself with actual disdain for people that pick other choices.

Like, with killing Larry, there was no way on earth I would be risking him zombify in that situation. Not killing him put everyones lives at risk. If the situation had been a little different, if I had a weapon, if I wasn't trapped in that room, if he wasn't so damn big... I might have picked otherwise but not like that. Whether or not I liked the guy isn't even a factor. I really don't respect the keeping him alive option, at all. Not in that situation.

Choices are never difficult for me. Saved Shawn because I owed him for getting me to the farm and could be useful against zombies. Was honest as I could be about past because these secrets never say secret. Defended Duck until we could be sure if he was bitten or not. Larry didn't need to be like that before we were sure. Gave the woman a gun because she deserved to die as herself. Saved Carley because she gave me a chance despite knowing my past and was a dead eye.

And so on and so on. The food one might have been the most difficult and even then the answers didn't take long in coming. The kids obviously get fed first. Then Mark cause he was a stand up guy and the food WAS his and then Larry was the last one, due to the likelyhood of him raising a fuss otherwise and to get in good with Lilly, as Carley suggested.

Some of the decisions I found to be morally hypocritical. I made a lengthy post on it in the walking dead discussion forum. One such choice was whether or not to shoot the women so you have time to gather food.

I find shooting her to be hypocritical because not once before in the game has anyone bothered to mercy kill a person that was being eaten by zombies. The bear trap teacher being the best example. If you don't free him, he gets eaten and yet, even though there was time to shoot him in the head, no one bothers. They could have added a scene where someone does. Since the game has created a standard that you forget about the person after zombies get them, doing so now would be playing against your character. So, I didn't shoot.

In the end, what I feel is the story choices don't really effect anything. The only real examples I found of change was being allowed to confess about being a murderer, teaching Clem "manure" and, I'm told, being able to hide your murder status IF you had a good relationship with Lilly.

Possible that episode 4 will do better in terms of making choice matter but I'm not sure. I never lied to Clem and yet she still deceives me about the walkie talkie. Would it have been so hard to an ending where she confesses to it if you taught her to be honest? Do my decisions really affect her at all?

No, in the end, what I remember is that TellTale killed every person Clem and I have met or broken them down so they are not reliable anymore. Then the writers say that they will be "worse" in the next two episodes (in a gleeful voice). Then I start reading in the forums and it turns out that the zombie series this is based on is much, MUCH grimmer then I am used to and that even scenarios where even Clem and Lee die are not unrealistic.

I am not getting attached to betrayers and cannon fodder. I'm not going to let myself be surprised if Lee and Clem die. Just like I don't let myself feel sad when I watch a movie who's sole purpose, I know, is to simply be a tearjerker. If I have foreknowledge of what is coming, then I can steel myself against the worst of the emotional pain. I didn't know how far this game would go until I hit episode 3, so, BRAVO TellTale, you got me. Now I do, so hopefully I won't.

I actually LOVE that timer. It adds a sense of urgency, and gives the feels of the other characters acting around you without the entire world pausing while you weigh the outcomes. In Mass Effect, they give you all the time in the universe to do something but here, TTG gives us seconds to decide. Not being able to weigh the outcomes helps to add the sense of shock when I pick something. Like with the Larry situation. I saw the seconds counting down, and realized that siding with someone was better than standing there like a goof. So I picked Kenny because I thought what he wanted to do made the most sense. I was horrified after, and being forced to choose so quickly made me wonder if I had done the right thing.

I saw myself doing the same in Episode 3 after Carley died. I kept thinking to myself "This is my fault for killing Larry. I pushed Lilly to the brink and Carley paid the price". Later, yeah, I find out that Lilly shoots someone no matter what. But my first reaction to that, before knowing, was priceless. I was convinced that killing Larry had been the WRONG choice and Carley's death was a punishment for killing someone who could have been saved, a choice which I hadn't been able to think completely through at the time. I truly have to say bravo to TTG for making me second guess my choices in a past episode, and it's all because of that little timer at the bottom of the screen.